Last Blade 2/Hibiki

From SuperCombo Wiki

LastBlade2Logo.gif

Introduction

Moves List

Normal Moves

Special Moves

Distance Slash - qcf + A/B A version is a quick mid foward slash B version is a quick low/sweeping forward slash

Beckoning Slash - dp + B

Forward dash to opponent Can hold B If not near opponent when release B, it will hit like Distance Slash If near opponent when release B, will slash through opponent and he will kneel and fall to the ground

Piercing Moon Pounce - dp + C

Slow but unblockable movement of her raising her scabbard and hitting the opponents mid section with it

Heavenly Being Blade - hcf + C

Counter motion Follow up with Nukaba Kiru Nari (C) to slash airborne opponent Follow up with Nukazuba Kiranu Nari (BC) to hit opponet with scabbard

Kami Hitoe ni te Kawasu Nari - AB

Quick evasion move Follow up with Ma O Tsumeru Koto Kanyou Nari (f + C) to dash forward Ma O Tsumeru Koto Kanyou Nari can be cancelled Follow up with Ma O Oku Koto Kanyou Nari to hop backwards

Sanae O Okotaranu Kokoro Nari - Hold Start

Hibiki holds her sword close as it glows, asking her father for help. Meter is charged slowly in this motion.

Desperation Moves

Heavenly Spirit of Victory - qcb,db,f + AB

Hibiki dashes forward to slash through opponet.

Super Desperation Move

No Fear Feint - f, hcf + B

Slashes upards If connects near opponent, makes a flash of light and deals %50+ damage If opponent is a distance away, will strike upwards with less damage

The Basics

Power Mode Only

b A (x2-3), A > qcf A
b A (x2-3), A > qcb,db,f A B
A > f hcf B
b A d C > qcb,db,f A B
A > f :hcf: B
d C, b A, A > follow-up of your choice
d C, A > follow-up of your choice
d C, A > f hcf B
d C > qcb,db,f A B (Learning to hit confirm this from a jump-in will help you a lot)
f C > qcb,db,f A B (Can be useful from punishing missed moves from afar)
deep cross up air B,4A,5B,623B,2146AB Shigen, juzoh, amano, kouryu only

Speed Mode Only

Dash A/B, d B, dp B, qcf B
j B, b A, A, d A, d B, dp B, qcf B

EX Mode Only

j B, b A, A, d A, d B, dp B, qcb, db, f AB
j B, b A, A, d A, d B, f, hcf B

Power and EX Mode

j B, B, dp B, qcb, db, f AB
Dash A/B, f, hcf B
j B, f, hcf B

Speed and EX Mode

j B, A, B, C
Dash A/B, d B, qcf A
j B, b A, A, d A, d B, qcf A
j B, b A, A d A, d B, qcb, db, f AB

Advanced Strategy

Don't use her :dp::snkb: move, and don't use her :qcf::snkb: either.

I don't use her :dp::snkc: much since you can't actually combo into it.

The only time it really has any use is if you know the person's gonna try to low block, but even then I prefer :snkb::snkc: on most occasions because it has more follow-up options.

I haven't had much reason to use her :hcf::snkc: either unless the person is being really predictable with jump-ins.

I prefer just to use the regular deflect since I can get way more damage off it, at the cost of slightly pickier deflect timing.

For ground poking, use :d::snka: and standing :snka:.

Air poking, use :snka:

Get low jumping cross-up :snkb: down. Great way to pin down inexperienced opponents, if you just low cross-up slash with her over and over. It's really hard to deflect and has a huge radius as well.

snkb: is amazing ground anti-air but can be air parried by better players. It does a lot of damage on power, so it's very useful for punishing predictable air recoveries.

Try dashing past someone on the ground, then using :snka::snkb: > :l::snkc: > :snkb: > Bread and butter. This should nail them when they get up if they don't see the cross-up coming.

Match-Ups